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@@ -1324,6 +1324,8 @@ bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId
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}
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ShaderCompiler compiler(mRepoRoot, mWrapperPath, mGeneratedGlslPath, mPatchedGlslPath, mConfig.maxTemporalHistoryFrames);
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// Compile every declared pass while the caller remains backend-neutral.
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// The GL layer decides how the resulting pass sources are routed.
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passSources.clear();
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passSources.reserve(shaderPackage.passes.size());
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for (const ShaderPassDefinition& pass : shaderPackage.passes)
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